extends StateBase

var animations
var data


func enter():
	animations = ownerNode.animations
	data = ownerNode.data
	
	animations.play("Hit" + data.battleFace)
	animations.animation_finished.connect(onAnimationFinished)
	
	
func onAnimationFinished():
	ownerNode.stateMachine.clearAndAddState(Consts.battleEntityStateIdle)
	animations.animation_finished.disconnect(onAnimationFinished)
	

func exit():
	pass


func run(delta):
	pass

